I just spent the day playing DMP at a LAN party with a couple of friends. We made VERY heavy use of a number of different mods, including B9 Aerospace, TAC-LS, Kerbonite, OKS/MKS Kolonization, KAS, Inferno Robotics, ExtraPlanetary Launchpads, and a few others. Thought I'd report back my results for those curious. Forgive me if I'm rehashing anything that's well-known here. Everything actually worked... surprisingly well: * All parts more or less synced up between clients without issue. Mod control was not a concern in our case as we were running with synchronized folders, and everyone was able to see each other's unique parts without issue. * Mods like TAC Life Support actually also worked about as expected. The only anomalies we encountered only occurred when syncing ahead to someone else's subspace, in which our Kerbals 'may' have died if we didn't have enough supplies aboard to accommodate the time advancement. This wasn't an issue for us because it was about how we expected it to behave, and just meant we had to actually co-operate and strategize our launch windows for various missions. We sadly never got to really test out the Kolonization mods and such though too extensively - our own incompetence left us pretty much struggling to achieve orbit for most of the day, so we didn't get to actually embark on our planned colonization project * Ship movements actually worked really well - any time vessels were moving in relation to one another, we were pretty impressed at how smoothly things looked. There was still some jumpy-ness, but the experience as a whole was WAY improved from the old KMP build we had tried from a year ago. Well done! Here are the issues we had: * Any time we had a couple of player-controlled ships visible in motion near each other, there was this complete framerate halt every 5-10 seconds, which took another 5 seconds to clear itself. It looked like DMP was re-synchronizing the entire vessel state and the game was going nuts having to re-load the entire vessel each time. This problem was most apparent when we were doing formation work (i.e. lifting off from Kerbin in close proximity to each other), but disappeared almost completely during slower, more precise operations like docking. * The game was pretty unstable. At first I thought this was just the number of mods we had loaded, but the game's memory usage remained at about 3GB (and we were making heavy use of ATM to keep the usage as low as possible - we even tried OpenGL mode). We'd generally get crashes every 30-40 minutes or so. This wasn't a big deal because the problem player could just re-join after a few minutes... and I'd be hesitant to blame just DMP alone because we WERE being pretty mod-heavy at the time, but I'm not sure exactly what the cause was between all three of us. * My friends would randomly get kicked for no obvious client-side reason, but the server logs would show "Disconnecting client <PLAYERNAME>, sent CONNECTION_END (Kicked for trying to create an existing subspace) to endpoint" messages at the same time. MechJeb *WAS* generally involved around some of these cases which I know can cause DMP to act a bit funny, but I'm not sure if that was the cause. * Finally, the one time we actually managed to try docking a couple of ships together, we had an issue. I was actually using KAS to try and affix one of my pipes to my friend's station for a refueling run, but a few seconds after I connected, both ships suddenly disappeared, re-loaded, and my ship was gone with only his station remaining! On my friend's screen, both ships were completely gone and he had to quit and re-join to get it back (after which only his station appeared though). Here's a video of what occurred:
Since this was a KAS connector port 'docking' (and not normal docking) I'm willing to write this off as an errant mod issue; I totally understand that DMP isn't built specifically around mods yet. I thought I'd mention it though since I saw posts earlier in the thread about trying to address some of these issues and hoped some extra reports might help. Despite the problems though, we actually had an extremely entertaining day - thanks for working so hard on this project to make this possible! I look forward to trying it some more in the future.